BGJ-2022.1/Assets/Scripts/Platforms/MovingPlatform.cs

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using System;
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using Movement;
using UnityEngine;
namespace Platforms
{
public class MovingPlatform : MonoBehaviour, IMovement
{
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public float xOffset;
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public float yOffset;
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private Vector3 _originalPos;
private Vector3 _futurePos;
private const float VerificationOffset = 0.04f;
private bool _goingToFuturePos;
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private Rigidbody2D _platformRigidbody;
private void Awake()
{
_platformRigidbody = GetComponent<Rigidbody2D>();
}
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private void Start()
{
_originalPos = transform.position;
_futurePos = new Vector3(_originalPos.x + xOffset, _originalPos.y + yOffset, _originalPos.z);
_goingToFuturePos = true;
}
private void Update()
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{
if (!IsPaused)
Move(BaseSpeed);
}
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// PAUSING METHODS
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public bool IsPaused { get; private set; }
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public void Pause()
{
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IsPaused = true;
_platformRigidbody.simulated = !IsPaused;
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}
public void Resume()
{
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IsPaused = false;
_platformRigidbody.simulated = !IsPaused;
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}
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// MOVEMENT METHODS
public float BaseSpeed { get; set; }
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public void Move(float value)
{
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switch (_goingToFuturePos)
{
case true:
transform.position += new Vector3(0.05f, 0, 0);
if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = false;
break;
case false:
transform.position += new Vector3(-0.05f, 0, 0);
if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = true;
break;
}
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}
}
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}